/external/mesa3d/src/gallium/drivers/r300/ |
r300_fs.h | 38 /* Whether the shader was replaced by a dummy one due to a shader 66 /* Currently-bound fragment shader. */ 67 struct r300_fragment_shader_code* shader; member in struct:r300_fragment_shader 77 /* Return TRUE if the shader was switched and should be re-emitted. */ 84 return (fs->shader->code.writes_depth) ? TRUE : FALSE; 91 return (fs->shader->write_all) ? TRUE : FALSE;
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/external/swiftshader/src/D3D9/ |
D3D9.cpp | 34 virtual int __stdcall ValidateShader(long *shader, long *shader1, long *shader2, long *shader3); 35 virtual int __stdcall ValidateShader2(long *shader); 36 virtual int __stdcall ValidateShader3(long *shader, long *shader1, long *shader2, long *shader3); 37 virtual int __stdcall ValidateShader4(long *shader, long *shader1, long *shader2, long *shader3); 38 virtual int __stdcall ValidateShader5(long *shader, long *shader1, long *shader2); 39 virtual int __stdcall ValidateShader6(long *shader, long *shader1, long *shader2, long *shader3); 50 int __stdcall Direct3DShaderValidator9::ValidateShader(long *shader, long *shader1, long *shader2, long *shader3) // FIXME 59 int __stdcall Direct3DShaderValidator9::ValidateShader2(long *shader) // FIXME 68 int __stdcall Direct3DShaderValidator9::ValidateShader3(long *shader, long *shader1, long *shader2, long *shader3) 77 int __stdcall Direct3DShaderValidator9::ValidateShader4(long *shader, long *shader1, long *shader2, long *shader3 [all...] |
/frameworks/base/libs/hwui/ |
ProgramCache.h | 54 void generateBlend(String8& shader, const char* name, SkBlendMode mode); 55 void generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT); 57 void printLongString(const String8& shader) const;
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/external/deqp/framework/randomshaders/ |
rsgShaderGenerator.cpp | 2 * drawElements Quality Program Random Shader Generator 21 * \brief Shader generator. 92 void genVertexPassthrough (GeneratorState& state, Shader& shader) 94 // Create copies from shader inputs to outputs 116 // Update value range. This will be stored into shader input info. 120 createAssignment(shader.getMain().getBody(), entry->getVariable(), inVar); 124 void genFragmentPassthrough (GeneratorState& state, Shader& shader) 133 createAssignment(shader.getMain().getBody(), fragColorEntry->getVariable(), inColorVariable) [all...] |
rsgShaderGenerator.hpp | 4 * drawElements Quality Program Random Shader Generator 23 * \brief Shader generator. 42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
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/external/mesa3d/src/gallium/auxiliary/draw/ |
draw_vs_llvm.c | 42 vs_llvm_prepare(struct draw_vertex_shader *shader, 45 /*struct llvm_vertex_shader *evs = llvm_vertex_shader(shader);*/ 49 vs_llvm_run_linear( struct draw_vertex_shader *shader, 67 struct llvm_vertex_shader *shader = llvm_vertex_shader(dvs); local 70 li = first_elem(&shader->variants); 71 while(!at_end(&shader->variants, li)) { 77 assert(shader->variants_cached == 0);
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draw_vs.h | 53 unsigned vs_output:8; /* which vertex shader output is this? */ 87 void (PIPE_CDECL *run_linear)( struct draw_vs_variant *shader, 92 void (PIPE_CDECL *run_elts)( struct draw_vs_variant *shader, 116 /* Extracted from shader: 125 struct draw_vs_variant *(*create_variant)( struct draw_vertex_shader *shader, 129 void (*prepare)( struct draw_vertex_shader *shader, 132 /* Run the shader - this interface will get cleaned up in the 135 void (*run_linear)( struct draw_vertex_shader *shader,
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/external/mesa3d/src/gallium/auxiliary/rbug/ |
rbug_shader.h | 54 rbug_shader_t shader; member in struct:rbug_proto_shader_info 61 rbug_shader_t shader; member in struct:rbug_proto_shader_disable 69 rbug_shader_t shader; member in struct:rbug_proto_shader_replace 99 rbug_shader_t shader, 104 rbug_shader_t shader, 110 rbug_shader_t shader,
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/external/mesa3d/src/gallium/auxiliary/vl/ |
vl_median_filter.c | 49 struct ureg_program *shader; local 53 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 54 if (!shader) 57 i_vpos = ureg_DECL_vs_input(shader, 0); 58 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 59 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); 61 ureg_MOV(shader, o_vpos, i_vpos); 62 ureg_MOV(shader, o_vtex, i_vpos); 64 ureg_END(shader); 66 return ureg_create_shader_and_destroy(shader, filter->pipe) 81 struct ureg_program *shader; local [all...] |
vl_matrix_filter.c | 51 struct ureg_program *shader; local 55 shader = ureg_create(TGSI_PROCESSOR_VERTEX); 56 if (!shader) 59 i_vpos = ureg_DECL_vs_input(shader, 0); 60 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS); 61 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX); 63 ureg_MOV(shader, o_vpos, i_vpos); 64 ureg_MOV(shader, o_vtex, i_vpos); 66 ureg_END(shader); 68 return ureg_create_shader_and_destroy(shader, filter->pipe) 81 struct ureg_program *shader; local [all...] |
/external/mesa3d/src/gallium/drivers/r600/ |
evergreen_compute.c | 123 struct r600_pipe_compute *shader = CALLOC_STRUCT(r600_pipe_compute); local 136 shader->ctx = (struct r600_context*)ctx; 137 shader->resources = (struct evergreen_compute_resource*) 140 shader->local_size = cso->req_local_mem; ///TODO: assert it 141 shader->private_size = cso->req_private_mem; 142 shader->input_size = cso->req_input_mem; 145 shader->mod = llvm_parse_bitcode(code, header->num_bytes); 147 r600_compute_shader_create(ctx_, shader->mod, &shader->bc); 149 shader->shader_code_bo = r600_compute_buffer_alloc_vram(ctx->screen 162 struct r600_pipe_compute *shader = (struct r600_pipe_compute *)state; local 195 struct r600_pipe_compute *shader = ctx->cs_shader_state.shader; local 430 struct r600_pipe_compute *shader = state->shader; local [all...] |
/external/mesa3d/src/glsl/ |
test_optpass.cpp | 176 { "vertex-shader", no_argument, &shader_type, GL_VERTEX_SHADER }, 177 { "fragment-shader", no_argument, &shader_type, GL_FRAGMENT_SHADER }, 192 printf(" --vertex-shader: test with a vertex shader (the default)\n"); 193 printf(" --fragment-shader: test with a fragment shader\n"); 204 struct gl_shader *shader = rzalloc(NULL, struct gl_shader); local 205 shader->Type = shader_type; 210 = new(shader) _mesa_glsl_parse_state(ctx, shader->Type, shader) [all...] |
/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_state_shader.c | 46 * Create a new fragment shader variant. 54 struct pipe_shader_state *stipple_fs = NULL, *curfs = &fs->shader; 59 /* get new shader that implements polygon stippling */ 80 &fs->shader); 132 state->shader.tokens = tgsi_dup_tokens(templ->tokens); 136 &state->shader); 138 FREE((void *) state->shader.tokens); 160 /* This depends on the current fragment shader and must always be 200 FREE((void *) state->shader.tokens); 216 /* copy shader tokens, the ones passed in will go away [all...] |
/external/mesa3d/src/mesa/drivers/dri/r200/ |
r200_fragshader.c | 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 134 if (shader->NumPasses < 2) { 140 for (pass = 0; pass < shader->NumPasses; pass++) { 143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) { 145 struct atifs_instruction *inst = &shader->Instructions[pass][pc]; 284 if (sat || (pc == (shader->numArithInstr[pass] - 1) && 285 ((pass == 1) || (shader->NumPasses == 1)))) 327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local 334 if (shader->swizzlerq & (1 << (2 * reg))) 350 if (shader->NumPasses < 2) 505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local [all...] |
/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_state_vs.c | 52 /* copy shader tokens, the ones passed in will go away. 54 state->shader.tokens = tgsi_dup_tokens(templ->tokens); 55 if (state->shader.tokens == NULL) 63 debug_printf("llvmpipe: Create vertex shader %p:\n", (void *) state); 71 FREE( (void *)state->shader.tokens ); 106 FREE( (void *)state->shader.tokens );
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lp_state_fs.c | 35 * - fragment shader 48 * the fragment shader needs typically to be done in floats, but the 100 /** Fragment shader number (for debugging) */ 212 * Generate the fragment shader, depth/stencil test, and alpha tests. 218 struct lp_fragment_shader *shader, 235 const struct tgsi_token *tokens = shader->base.tokens; 243 boolean simple_shader = (shader->info.base.file_count[TGSI_FILE_SAMPLER] == 0 && 244 shader->info.base.num_inputs < 3 && 245 shader->info.base.num_instructions < 8); 261 if (!shader->info.base.writes_z) 1307 struct lp_fragment_shader *shader; local 1462 struct lp_fragment_shader *shader = fs; local 1663 struct lp_fragment_shader *shader = lp->fs; local [all...] |
/external/skia/src/core/ |
SkColorSpaceXformer.cpp | 59 sk_sp<SkShader> SkColorSpaceXformer::apply(const SkShader* shader) { 61 if (shader->isConstant() && shader->asLuminanceColor(&color)) { 63 ->makeWithLocalMatrix(shader->getLocalMatrix()); 68 if (auto img = shader->isAImage(&local, xy)) { 73 if (shader->asACompose(&compose)) { 78 ->makeWithLocalMatrix(shader->getLocalMatrix()); 84 if (auto type = shader->asAGradient(&gradient)) { 90 shader->asAGradient(&gradient); 108 &shader->getLocalMatrix()) [all...] |
/external/skia/tools/gpu/gl/debug/ |
GrProgramObj.h | 25 void AttachShader(GrShaderObj *shader);
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/external/mesa3d/src/gallium/drivers/rbug/ |
rbug_objects.h | 61 void *shader; member in struct:rbug_shader 175 struct rbug_shader *shader; local 179 shader = rbug_shader(_state); 180 return shader->replaced_shader ? shader->replaced_shader : shader->shader;
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/external/webrtc/talk/app/webrtc/java/android/org/webrtc/ |
GlShader.java | 36 // Helper class for handling OpenGL shaders and shader programs. 44 int shader = GLES20.glCreateShader(shaderType); local 45 GLES20.glShaderSource(shader, source); 46 GLES20.glCompileShader(shader); 47 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, result, 0); 49 Logging.e(TAG, "Could not compile shader " + shaderType + ":" + 50 GLES20.glGetShaderInfoLog(shader)); 51 throw new RuntimeException(GLES20.glGetShaderInfoLog(shader)); 54 return shader; 128 Logging.d(TAG, "Deleting shader.") [all...] |
/frameworks/native/opengl/tools/glgen/stubs/gles11/ |
glGetShaderSource.cpp | 1 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */ 4 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jintArray length_ref, jint lengthOffset, jbyteArray source_ref, jint sourceOffset) { 46 (GLuint)shader, 66 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */ 69 (JNIEnv *_env, jobject _this, jint shader, jint bufsize, jobject length_buf, jbyte source) { 81 (GLuint)shader, 91 /* void glGetShaderSource ( GLuint shader, GLsizei bufsize, GLsizei *length, char *source ) */ 92 static jstring android_glGetShaderSource(JNIEnv *_env, jobject, jint shader) { 94 glGetShaderiv((GLuint)shader, GL_SHADER_SOURCE_LENGTH, &shaderLen); 103 glGetShaderSource(shader, shaderLen, NULL, buf) [all...] |
/frameworks/native/opengl/tests/gl2_jni/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/opengl/tests/gldual/jni/ |
gl_code.cpp | 38 GLuint shader = glCreateShader(shaderType); local 39 if (shader) { 40 glShaderSource(shader, 1, &pSource, NULL); 41 glCompileShader(shader); 43 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 46 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 50 glGetShaderInfoLog(shader, infoLen, NULL, buf); 51 ALOGE("Could not compile shader %d:\n%s\n", 55 glDeleteShader(shader); 56 shader = 0 [all...] |
/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.cpp | 98 GLuint shader = glCreateShader(type); local 99 glShaderSource(shader, 1, &source, 0); 100 glCompileShader(shader); 102 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 107 glGetShaderInfoLog(shader, sizeof(log), 0, log); 108 ALOGE("Error while compiling shader: \n%s\n%s", source, log); 109 glDeleteShader(shader); 112 return shader; 116 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; local 118 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l) [all...] |
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
Renderer.cpp | 39 GLuint shader = glCreateShader(shaderType); local 40 if (shader) { 41 glShaderSource(shader, 1, &pSource, NULL); 42 glCompileShader(shader); 44 glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); 47 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); 51 glGetShaderInfoLog(shader, infoLen, NULL, buf); 52 LOGE("Could not compile shader %d:\n%s\n", 56 glDeleteShader(shader); 57 shader = 0 [all...] |